Charge for stamina. Strike the greedy. Guard the strike. Break the guard.
STRIKE catches CHARGE and BREAK.
GUARD absorbs STRIKE.
BREAK punishes GUARD.
Every lock is judged on the same host-time axis, not arrival order.
Start with 4 integrity and 2 stamina.
Each pulse lets you lock exactly one move.
Charge builds options. Over-guarding gets punished.
First side to cut the other to zero wins.
Room is P2P only.
First lock sticks.
Both locks in early and the pulse snaps shut faster.